/Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h
NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.
void ReceiveHit ( class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * MyComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, class [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )